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Prompt 3: The rooms in Turtle Adventure Game 1 are unique compared to how other games I’ve played for this class. Rather than there being an obvious exit routes, they are hidden behind collecting different items throughout the room the player is in. This is told to the player by different NPCs in that room. Once all of the items are collected, then the NPC tells the player where the location of the exit is. There is no animated transition between rooms, but I think this adds to the sense of puzzle and disjointedness of the game. I see the disjointedness as a positive, as it feels like a maze/puzzle that the player must solve to continue to a new challenge. This room transitions feel like a continuation of time. For all I know as a player, the room layout could move me across vast distances, though it makes sense that they are connected in a close space. I think because the rooms are close in proximity but locked off from each other makes it feel like they’re across vast distances. The rooms are constructed in a very linear plot. For this style of game, it makes sense that they would be constructed this way, since the game is a collectathon. You can go back to past rooms, but there is no reason to do so after collecting all the items. Being able to interact with all the fish and creatures helps everything fit together even though the rooms are different in the goals you’re trying to achieve.